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Spells:
Flash
Ghost
Ability Order
Short Fuse (PASSIVE)
Ziggs Passive Ability
Introduction
I've seen many other players play Ziggs as either a Ganker or support. This styles also works Thanks to these things.
Support Ziggs: With your Hexplosive Minefield you can slow running champions so your team can pick up the kill. With Satchel Charge You can either catapult your enemies into your tower or catapult them away from a low hp Ally.
Gank Ziggs: It is very easy and effective to gank as Ziggs.
Let's say you're in a situation when the enemy Master Yi has just depleted his Highlander on your Bottom Lane tower. The tower and your allies depleted almost all of his life. You move to a nearby brush and cast Hexplosive Minefield for some damage and to slow him down. After that you might cast Satchel Charge and catapult him in to your allies and your team will get the kill.
As i said there are many ways of playing him. It's up to you to decide
Ziggs was born with a talent for tinkering, but his chaotic, hyperactive nature was unusual among yordle scientists. Aspiring to be a revered inventor like Heimerdinger, he rattled through ambitious projects with manic zeal, emboldened by both his explosive failures and his unprecedented discoveries. Word of Ziggs’ volatile experimentation reached the famed Yordle Academy in Piltover and its esteemed professors invited him to demonstrate his craft. His characteristic disregard for safety brought the presentation to an early conclusion, however, when the hextech engine Ziggs was demonstrating overheated and exploded, blowing a huge hole in the wall of the Academy. The professors dusted themselves off and sternly motioned for him to leave. Devastated, Ziggs prepared to return to Bandle City in shame. However, before he could leave, a group of Zaunite agents infiltrated the Academy and kidnapped the professors. The Piltover military tracked the captives to a Zaunite prison, but their weapons were incapable of destroying the fortified walls. Determined to outdo them, Ziggs began experimenting on a new kind of armament, and quickly realized that he could harness his accidental gift for demolition to save the captured yordles.
Before long, Ziggs had created a line of powerful bombs he lovingly dubbed “hexplosives.” With his new creations ready for their first trial, Ziggs traveled to Zaun and sneaked into the prison compound. He launched a gigantic bomb at the prison and watched with glee as the explosion tore through the reinforced wall. Once the smoke had cleared, Ziggs scuttled into the facility, sending guards running with a hail of bombs. He rushed to the cell, blew the door off its hinges, and led the captive yordles to freedom. Upon returning to the Academy, the humbled professors recognized Ziggs with an honorary title - Dean of Demolitions - and proposed that he demonstrate this new form of yordle ingenuity in the League of Legends. Vindicated at last, Ziggs accepted the proposal, eager to bring his ever-expanding range of hexplosives to the greatest testing grounds in the world: the Fields of Justice.
“Ziggs? Unpredictable, dangerous, yes yes. But quite brilliant!” – Heimerdinger
Before long, Ziggs had created a line of powerful bombs he lovingly dubbed “hexplosives.” With his new creations ready for their first trial, Ziggs traveled to Zaun and sneaked into the prison compound. He launched a gigantic bomb at the prison and watched with glee as the explosion tore through the reinforced wall. Once the smoke had cleared, Ziggs scuttled into the facility, sending guards running with a hail of bombs. He rushed to the cell, blew the door off its hinges, and led the captive yordles to freedom. Upon returning to the Academy, the humbled professors recognized Ziggs with an honorary title - Dean of Demolitions - and proposed that he demonstrate this new form of yordle ingenuity in the League of Legends. Vindicated at last, Ziggs accepted the proposal, eager to bring his ever-expanding range of hexplosives to the greatest testing grounds in the world: the Fields of Justice.
“Ziggs? Unpredictable, dangerous, yes yes. But quite brilliant!” – Heimerdinger
Greater Mark of Magic Penetration x9 This is good so that you can have that early damage
Greater Seal of Replenishment x9 Since he is very Mana squishy you'll appreciate these runes to easy stay in lane for a longer time
Greater Glyph of Ability Power x9 You want your early AP to max your damage in the beggining.
Greater Quintessence of Ability Power x9 Very good for your early AP
Pros
+ Tons of AoE damage
+ Semi global ult.
+ Good escape and slow with Satchel Charge and Hexplosive Minefield
+ Very good skills
+ Evil laugh!!!
Cons
- Very Squishy
- Very Position dependent.
- Mega Inferno Bomb got a warning indicator.
+ Tons of AoE damage
+ Semi global ult.
+ Good escape and slow with Satchel Charge and Hexplosive Minefield
+ Very good skills
+ Evil laugh!!!
Cons
- Very Squishy
- Very Position dependent.
- Mega Inferno Bomb got a warning indicator.
Short fuse - Every 12 seconds, Ziggs' next basic attack deals bonus magic damage. This cooldown is reduced whenever Ziggs uses an ability.
Bouncing Bomb - Ziggs throws a bouncing bomb that deals 75/120/165/210/255 (+0.65) magic damage.
Cost 60/70/80/90/100 Mana
Range 850
Satchel Charge - Ziggs flings an explosive charge that detonates after 4 seconds, or when this ability is activated again. The explosion deals magic damage to enemies, knocking them away. Ziggs is also knocked away, but takes no damage.
Ziggs flings an explosive charge that detonates after 4 seconds, or when this ability is activated again. The explosion deals 70/105/140/175/210 (+0.35) magic damage to enemies, knocking them away.
Ziggs is also knocked away, but takes no damage.
Cost 65 Mana
Range 1000
Hexplosive Minefield - Ziggs scatters proximity mines that detonate on enemy contact, dealing magic damage and slowing.
Ziggs scatters proximity mines that detonate on enemy contact, dealing 40/65/90/115/140 (+0.3) magic damage. Enemies hit are slowed by 20/25/30/35/40% for 2 seconds.
Enemies triggering a mine take half damage from additional mines. Mines disarm automatically after 10 seconds.
Cost 80/90/100/110/120 Mana
Range 900
Mega Inferno Bomb - Ziggs deploys his ultimate creation, the Mega Inferno Bomb, hurling it an enormous distance, Enemies in the primary blast zone take more damage than those further away.
Ziggs deploys his ultimate creation, the Mega Inferno Bomb, hurling it an enormous distance. Enemies in the primary blast zone take 250/375/500 (+0.9) magic damage. Enemies further away take 75% damage.
Cost 100 Mana
Range 5300
This ultimate is actually very sad. Sure it may have an longe range but the worst part is that is has an warning icon. This allows the enemy team to avoid it pretty easy. And it should be a DoT ability (Damage over Time). Because it is so easy to avoid it should be an DoT.
Bouncing Bomb - Ziggs throws a bouncing bomb that deals 75/120/165/210/255 (+0.65) magic damage.
Cost 60/70/80/90/100 Mana
Range 850
Satchel Charge - Ziggs flings an explosive charge that detonates after 4 seconds, or when this ability is activated again. The explosion deals magic damage to enemies, knocking them away. Ziggs is also knocked away, but takes no damage.
Ziggs flings an explosive charge that detonates after 4 seconds, or when this ability is activated again. The explosion deals 70/105/140/175/210 (+0.35) magic damage to enemies, knocking them away.
Ziggs is also knocked away, but takes no damage.
Cost 65 Mana
Range 1000
Hexplosive Minefield - Ziggs scatters proximity mines that detonate on enemy contact, dealing magic damage and slowing.
Ziggs scatters proximity mines that detonate on enemy contact, dealing 40/65/90/115/140 (+0.3) magic damage. Enemies hit are slowed by 20/25/30/35/40% for 2 seconds.
Enemies triggering a mine take half damage from additional mines. Mines disarm automatically after 10 seconds.
Cost 80/90/100/110/120 Mana
Range 900
Mega Inferno Bomb - Ziggs deploys his ultimate creation, the Mega Inferno Bomb, hurling it an enormous distance, Enemies in the primary blast zone take more damage than those further away.
Ziggs deploys his ultimate creation, the Mega Inferno Bomb, hurling it an enormous distance. Enemies in the primary blast zone take 250/375/500 (+0.9) magic damage. Enemies further away take 75% damage.
Cost 100 Mana
Range 5300
This ultimate is actually very sad. Sure it may have an longe range but the worst part is that is has an warning icon. This allows the enemy team to avoid it pretty easy. And it should be a DoT ability (Damage over Time). Because it is so easy to avoid it should be an DoT.
If you are playing Ziggs 5v5 the first thing you want to do is to get the blue buff. You must always ask someone to pull unless you decide to change the mastery and rune page to spell vamp. The blue buff's mana reg. will give you the upper hand in mid lane.
You always want to play Ziggs on mid lane. If you can't go mid you MUST go top..
The good part about Ziggs going mid or top are because of his range with his abilities. While playing mid his range is extraordinary good thanks that he will stand miles away but still do tons of AoE damage. The good part about Ziggs playing top is that he can easy skill shot over the wall depending on how secure you are with your aim.
You always want to play Ziggs on mid lane. If you can't go mid you MUST go top..
The good part about Ziggs going mid or top are because of his range with his abilities. While playing mid his range is extraordinary good thanks that he will stand miles away but still do tons of AoE damage. The good part about Ziggs playing top is that he can easy skill shot over the wall depending on how secure you are with your aim.
Very good to start a fight with. Because of the AoE damage you will lower your enemies health pretty much.
This spell is also very good to use on escaping enemies with low health. If you are good enough you will skill shot the running champion and get the kill.
You want to use this when escaping or to knock your enemies away from the tower towards you, to knock them into your tower or use it to knock it away from an ally champ.
Use this when an enemy champ is running away or to hinder him to follow you and kill you. This is also very good if you want a minion farm.
Use this when your enemies are outside your other spells range to pick up the kill. Or you want to use this when a teamfight errupts to lower the enemy's team health dramatically
This spell is also very good to use on escaping enemies with low health. If you are good enough you will skill shot the running champion and get the kill.
You want to use this when escaping or to knock your enemies away from the tower towards you, to knock them into your tower or use it to knock it away from an ally champ.
Use this when an enemy champ is running away or to hinder him to follow you and kill you. This is also very good if you want a minion farm.
Use this when your enemies are outside your other spells range to pick up the kill. Or you want to use this when a teamfight errupts to lower the enemy's team health dramatically
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